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Current consumer virtual reality (VR) systems rely heavily on handheld controllers for input. To this end, numerous methods have been developed and investigated since the emergence of VR in order to improve the user experience for interactions such as gaming or text entry while wearing a head-mounted display (HMD) and using handheld controllers [1, 2]. Although several novel text entry methods have been proposed, there is little research comparing the methods using virtual keyboard interfaces evaluated as experimental conditions. This would allow for a more focused and specialized comparison.Statement of Objective:This work presents the design and empirical evaluation of a split and standard virtual keyboard for text input in virtual environments using handheld controllers. There are numerous applications, including games, for example, entering a gamer’s name or messaging other gamers. An experimental evaluation of two virtual keyboards using VR handheld controllers will be conducted. (Note: As the experiment is ongoing, this abstract is written in the future tense. The final submission will transition to the past tense.) The focus will be on entry speed, accuracy, and efficiency. Both keyboards will be QWERTY-based, but with different organizations. Similar to most physical keyboards, the “standard” keyboard will have all the keys in one arrangement. However, the “split” keyboard will display keys in a split pattern on each side of the screen. For the standard keyboard, users will operate one handheld controller in their preferred hand. For the split keyboard, users will operate one controller in each hand. Thus, a significant point of comparison in the present research is one-handed input vs. two-handed input for the same task. Description of Methods:This research follows an experimental methodology. There will be a total of 14 participants recruited from the local university campus. The study will be a 2 × 5 within-subjects design with the following independent variables and levels:• Keyboard (standard one-handed, split two-handed)• Block (1, 2, 3, 4, 5)The order of testing the keyboards will be counterbalanced to offset learning effects.Five phrases of text will be entered for each block, with phrases selected at random from a standard phrase set [3]. Thus the total number of trials will be 14 participants x 2 keyboards x 5 blocks x 5 phrases/block = 700. The following are the dependent variables in the study:• Entry speed (wpm)• Error rate (%)• Keystroke per character (KSPC)The Unity 3D game engine is used to create the text-input interface installed on the Meta Quest 2 VR headset. Participants will use the Meta Quest handheld controllers to input text. Input uses raycasting, in which the handheld controller casts a virtual line or ray. The virtual ray is positioned on a key on the virtual keyboard, wherein the user presses the trigger on the handheld controller to select the character indicated by the ray.Significance of the Proposed Presentation:The work is significant due to its presentation of the design and experimental evaluation of novel text entry input methods for virtual environments The work pushes the limits of contemporary devices (Meta Quest 2 VR headset) and platforms (Unity 3D game engine) into a design space of particular interest to research in virtual environments.Discussion of Results:Statistical tests, such as the analysis of variance, will be used to identify statistically significant differences between the keyboards for entry speed (wpm), error rate (%), and efficiency using KSPC. Tests for improvement in performance over the five blocks of testing will be included, as well. Regression models will be built using the power law of practice to model the pattern of learning over the blocks of testing. Design implications and suggestions will be offered, as will opportunities for future work. Full details are to be included in the final submission.
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To identify if novel/unfamiliar keyboard layouts like OPTI can outperform QWERTY, lengthy training through longitudinal studies is typically required. To reduce this logistical bottleneck, a popular approach in the literature requires participants to type the same phrase repeatedly. However, it is still unknown whether this approach provides a good estimate of expert performance. To validate this method, we set up a study where participants were tasked with typing the same phrase 96 times for both OPTI and QWERTY. Results showed that this approach has the potential to estimate expert performance for novel/unfamiliar keyboards faster than the traditional approach with different phrases. Yet, we also found that accurate estimates still require training over several days and, therefore, do not eliminate the need for a longitudinal study. Our findings thus show the need for research on faster, easier, and more reliable empirical approaches to evaluate text entry systems.
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Text entry by gaze is a useful means of hands-free interaction that is applicable in settings where dictation suffers from poor voice recognition or where spoken words and sentences jeopardize privacy or confidentiality. However, text entry by gaze still shows inferior performance and it quickly exhausts its users. We introduce text entry by gaze and hum as a novel hands-free text entry. We review related literature to converge to word-level text entry by analysis of gaze paths that are temporally constrained by humming. We develop and evaluate two design choices: ``HumHum'' and ``Hummer.'' The first method requires short hums to indicate the start and end of a word. The second method interprets one continuous humming as an indication of the start and end of a word. In an experiment with 12 participants, Hummer achieved a commendable text entry rate of 20.45 words per minute, and outperformed HumHum and the gaze-only method EyeSwipe in both quantitative and qualitative measures.
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This paper presents a large-scale dataset on mobile text entry collected via a web-based transcription task performed by 37,370 volunteers. The average typing speed was 36.2 WPM with 2.3% uncorrected errors. The scale of the data enables powerful statistical analyses on the correlation between typing performance and various factors, such as demographics, finger usage, and use of intelligent text entry techniques. We report effects of age and finger usage on performance that correspond to previous studies. We also find evidence of relationships between performance and use of intelligent text entry techniques: auto-correct usage correlates positively with entry rates, whereas word prediction usage has a negative correlation. To aid further work on modeling, machine learning and design improvements in mobile text entry, we make the code and dataset openly available.
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The present chapter addresses how the materiality of communication protocols and algorithmic filters of Facebook influence the lifecycle of networked movements, with an emphasis on collective identity, organizational settings, and the potential for mobilization. Drawing on a case study of the anti-Berlusconi protests in Italy between 2009 and 2012, the chapter applies a socio-technical approach grounded in theories of materiality. Such perspective allows the analysis to consider activist communication not merely as a socio-cultural process, but also as a techno-commercial one which considers how marketing-oriented design affects patterns of interaction. The chapter suggests a cycle of depression as a sensitizsing tool to understand the transformation of the temporal dimensions of networked movements. Whereas the algorithmic distribution of information on Facebook promotes short-term mobilization by real-time mass-sharing, on a medium-/long- term basis, it negatively affects collective identity and organizational processes, ultimately hindering mobilization itself. Finally, the study suggests incorporating leadership and collective identity as additional dimensions of analysis to overcome the limitations of existing lifecycle frameworks.
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In this paper, we propose a calibration-free gaze-based text entry system that uses smooth pursuit eye movements. We report on our implementation, which improves over prior work on smooth pursuit text entry by 1) eliminating the need of calibration using motion correlation, 2) increasing input rate from 3.34 to 3.41 words per minute, 3) featuring text suggestions that were trained on 10,000 lexicon sentences recommended in the literature. We report on a user study (N=26) which shows that users are able to eye type at 3.41 words per minutes without calibration and without user training. Qualitative feedback also indicates that users positively perceive the system. Our work is of particular benefit for disabled users and for situations when voice and tactile input are not feasible (e.g., in noisy environments or when the hands are occupied).
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We conducted four experiments to investigate skilled typists' explicit knowledge of the locations of keys on the QWERTY keyboard, with three procedures: free recall (Exp. 1), cued recall (Exp. 2), and recognition (Exp. 3). We found that skilled typists' explicit knowledge of key locations is incomplete and inaccurate. The findings are consistent with theories of skilled performance and automaticity that associate implicit knowledge with skilled performance and explicit knowledge with novice performance. In Experiment 4, we investigated whether novice typists acquire more complete explicit knowledge of key locations when learning to touch-type. We had skilled QWERTY typists complete a Dvorak touch-typing tutorial. We then tested their explicit knowledge of the Dvorak and QWERTY key locations with the free recall task. We found no difference in explicit knowledge of the two keyboards, suggesting that typists know little about key locations on the keyboard, whether they are exposed to the keyboard for 2 h or 12 years.
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The World Wide Web has become a ubiquitous information source and communication channel. With such an extensive user population, it is imperative to understand how web users view different web pages. Based on an eye tracking study of 30 subjects on 22 web pages from 11 popular web sites, this research intends to explore the determinants of ocular behavior on a single web page: whether it is determined by individual differences of the subjects, different types of web sites, the order of web pages being viewed, or the task at hand. The results indicate that gender of subjects, the viewing order of a web page, and the interaction between page order and site type influences online ocular behavior. Task instruction did not significantly affect web viewing behavior. Scanpath analysis revealed that the complexity of web page design influences the degree of scanpath variation among different subjects on the same web page. The contributions and limitations of this research, and future research directions are discussed.
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This chapter discusses text entry using a small number of buttons, focusing on systems in which the user enters text by pressing keys or buttons and in which more than one character or letter is assigned to each button. Such keyboards are ambiguous because there is an uncertainty as to the intended symbol when a key is pressed. There is a recent worldwide interest in such ambiguous keyboards because of mobile computing, for which space is limited. Different keyboards can be designed for different tasks. Even though commercial de facto standard keyboards have predominated in the past, keyboard efficiency has become more important with the widespread adoption of ambiguous keyboards. The chapter presents ways to measure entry efficiency and expect the application of these techniques to lead to a better keyboard design. Even though ambiguous keyboards have a reduced complement of keys, users still require access to a large set of characters, including the alphabet, numbers, symbols, and editing keys.
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We evaluated tilt as an input method for devices with built-in accelerometers, such as touchscreen phones and tablet computers. The evaluation was empirical and experimental. Sixteen participants performed a tilt-based position-select task, similar to the multi-directional Fitts' law task in ISO 9241-9. Four levels of tilt gain (25, 50, 100, and 200) and two selection modes (first-entry and 500 ms dwell) were used. Movement times were lowest with tilt gain = 50 and first-entry selection. Maximum tilt angles ranged from about 2 ° to 13 °, depending on condition. Tilt as an input primitive is shown to conform to Fitts' law. Throughput is low, however, about 2.3 bits/s for first-entry and 1.2 bits/s for dwell.
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In recent years there has been an increased interest in Human-Computer Interaction Systems allowing for more natural communication with machines. Such systems are especially important for elderly and disabled persons. The paper presents a vision-based system for detection of long voluntary eye blinks and interpretation of blink patterns for communication between man and machine. The blink-controlled applications developed for this system have been described, i.e. the spelling program and the eye-controlled web browser.
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Point-and-click tasks are known to present difficulties to users with physical impairments, particularly motor- or vision-based, and to older adults. This paper presents the results of a study to quantify and understand the effects of age and impairment on the ability to perform such tasks. Results from four separate user groups are presented and compared using metrics that describe the features of the movements made. Distinct differences in behaviour between all of the user groups are observed and the reasons for those differences are discussed.